Devlogs
Devtober 2024 Post mortem
Posted November 01, 2024 by zatomeisis
##devtober #devtober #devtober2024
What Went Well:
- I managed to establish a visual style that was both simple and aligned with my approach.
- I learned new lines of code that streamlined my workflow in Godot and opened up possibilities for future projects.
- I discovered new tools for design SFX like chiptone and leshylabs, which expanded my development tools.
What Went Wrong:
- At the beginning, I fell into overscoping with the size of the game. I had to downsize the scale repeatedly up until the final day, which slowed progress in other areas.
- By the end of the project, I still couldn't find or create a soundtrack that fit the game.
- I lack a clear marketing strategy for launch.
What to Improve:
- I need to better define the size and scope of my projects during the planning phase—less is more.
- Expanding the number of tools and resources in my development stack to improve both technical and creative support in each project phase.
- Prioritize creating a basic prototype as a proof of concept before full-scale development, which will allow me to validate key mechanics and adjust scope early on.